Rename PHY_GetActiveScene() to KX_GetActiveScene(): more logical name
Add KX_GetActiveEngine()
new KX_KetsjiEngine::GetClockTime(void) to return current
render frame time: if the CPU does not keep up with the
frame rate, up to 5 consecutive logic frames are processed
between each render frame, so that the logic system stays
accurate even if the graphic system is slow. For the video
texture module, it is important to stay in sync with the
render frame: no need to update the texture for logic frame.
BL_Texture::swapTexture(): texture id manipulation
BL_Texture::getTex() : return material texture
Enable video support in ffmpeg for Linux.
does not use any opengl for calculations (2.5 friendly!) and free from screen pixel artifacts. raytracing is used for occlusion.
Details
* Uses a 2D screenspace bucket grid that store intersecting faces and a list of UV pixels to optimize lookups between the brush rectangle UV pixels
* Buckets and faces are initialized when a brush first touches them.
* on initializing all the faces used have their UV pixels are converted into screenspace and copied into the buckets for painting (if the pixel is not occluded by a ray cast).
still a lot to do - blend modes, float buffer, image wrapping, image texture filtering.
Add feature requests here
http://wiki.blender.org/index.php/Wahooney_re/Paint_Branch_Proposals
- Code has been changed to reflect this (ie. deprecated functions are not anymore used)
* clean up the C and C++ compiler flags mess.
- in the environment construction of BlenderLib all the compile flag governing options have been split in the *C*, *CC* and *CXX* containing equivalents.
C is for C compiler only flags. CC is for C and C++ compiler flags and CXX is for C++ compiler only flags.
All the platform default config files need to be double checked and fixed wherever it looks necessary. Either DIY, or send me a note with needed changes.
- a start for the BlenderLib parameter list has been made - all the SConscripts need to be checked and modified to hand in flags properly.
* A theeth request: make -jN settable in the config file.
- I give you BF_NUMJOBS, which is set to 1 by default. In your user-config.py, set BF_NUMJOBS=4 to have 4 parallel jobs handled. Yay.
It works similarly to Vortex, but it's a more controllable - it
doesn't send the particles off accelerating into space, but
keeps them spinning around the Z axis of the force field object.
This is safe in the branch, but Jahka if you have any feedback,
I'd be curious to hear :)
Basically the code was referencing var[-1] it wasn't using it
but also did not need to be set in those cases. So I moved
the assignments so it skips the -1 case.
Kent
added gameObject.replaceMesh(meshname) - needed this for an automatically generated scene where 100's of objects would have needed logic bricks automatically added. Quicker to run replace mesh on all of them from 1 script.
conversion was reading the mtex array in a library linked material. It
is however not guaranteed that direct_link_* was called on the material
yet, so the array pointer is not always valid and it can crash.
* #17900 - IK Constraint was not included regardless of what Visual-Keying method was used
* Deleting a Bone Group now corrects indices of those groups that occurred after the one that was deleted
* No more click-a-mania - Delete all vertex groups from a Mesh (Ctrl-Shift-G menu)
Previously when using light cache, there could be artifacts caused when
voxel points that were sampled outside the volume object's geometry got
interpolated into the rest of the volume. This commit adds a (similar
to a dilate) filter pass after creating the light cache, that fills
these empty areas with the average of their surrounding voxels.
http://mke3.net/blender/devel/rendering/volumetrics/vol_lightcache_filter.jpg
that was preventing light cache from working on some
people's systems (but went just fine on both my windows pc
and mac). I have no idea how the original code even worked
at all, it really shouldn't have.
But fixed now anyway! Thanks a bunch to Zanqdo for patience
in helping me pinpoint this.